Items by Most Reviews
Fortress 17 1.1
ODST 276 on Oct 23rd 2010
Astonishingly, this is my first map I've produced...(that was worth putting up here)... Since I've just started, this map would most likely be ,in your opinion, terrible, albeit simple. Please comment and give me tips if you have any.
Notes for version 1.1:
There is now only 6 respawn points. This map cannot hold any more.
965 downloads, 1 review, 1 screenshot, 3.0 rating
AN1Guitarman on Sep 22nd 2011
Feral Map-pack 0.1
Screamernail on Jan 4th 2018
This is a little map-pack I made to show what I'm capable of doing. It's not masterpieces but I'm pretty proud of my work.
It contains 4 maps and a shapes file which replaces the Sewage set. The maps are:
Horrible Horrid Environment And Demise (Negative at first yes)
Just keep yourself wise with the rating. This is a beginner's set.
EDIT: I forgot to add that this requires a certain song to be better. https://www.youtube.com/watch?v=tCYhXCkcbas
Notes for version 0.1:
0.1* Released into Simplici7y
489 downloads, 1 review, 3 screenshots, 1.0 rating
Marathon 1 Redux 0.0.12-alpha
liacrow on Oct 1st 2018
Latest releases now on Github: https://github.com/ravenshining/M1R
A project to give Marathon 1 a facelift, incorporating the new features of Aleph One to flesh out and add realism to the Marathon's architecture. Eventually, to include a branching storyline- possibly even missions on the colony moon.
Featuring Marathon 1 with liquids, ambient sound, new weapons, more scenery, improved sprites, expanded architecture, new terms & terminal art, the latest HD plugins. Also including Craig Hardgrove's soundtrack, you can visit his page over at themarathonmusic.com !
Although it is now a playable scenario, I still consider this an Alpha release for development and testing, but at this stage you may find it more entertaining than, and in some respects more faithful than M1A1. To contribute to this project, download it and read the "Help Wanted.txt" and/or TODO.txt," or head over to the Pfhorums where the lists and discussion are posted: http://pfhorums.com/viewtopic.php?f=13&t=53510
Notes for version 0.0.12-alpha:
M1-style Rescue missions now work! We don't have the branching storyline yet, but you WILL get different terminal messages on The Rose and Bob-B-Q if you succeed or fail to save 50% of the BoBs. A big thanks to Treelama for patiently explaining how this works and releasing a new version of Weland to eliminate the need for hex editing!
M1-style activation triggers! Every level has been gone over to restore Glue activation mechanics for all non-teleporting monsters. Not only does this make M1R replicate M1 activation, but BoBs may freely roam the levels (provided you don't kill them) instead of being confined and/or glitching behind zone borders as in M1A1. A yuge thank-you to Wrkncacnter for writing a Weland plugin that streamlined this process!
The ridiculously-slow-on-early-levels shock staff mechanic has been scaled way back as it was not fun. Instead, early levels have you hitting monsters with the staff as a fragile but highly effective melee weapon - complete with it's own HD animation - until exposition is delivered via terminal on how to operate it properly.
As with 0.0.11, please note that if you command-option- or control-shift- begin new game, only levels 1-37 are playable. Levels 38-99 are redundancies for the planned branching storyline, and do not yet have physics, terminals, or MML. Levels 101-119 are multiplayer carnage.
The flamethrower now obscures your vision as it should when using the HD weapons plugin.
Architectural updates to seven levels (Never Burn Money, The Rose, Blaspheme Quarantine, Shake Before Using, Pfhor Your Eyes Only, Unpfhorgiven, & Try Again).
Lava and Goo should be generally shallower (more like M1) and emits noise to eliminate abrupt sonic transitions.
Welcome level removed and replaced with a placeholder, the goal being to have a populated spaceport and functional Mirata for 0.0.13.
More terminal exposition
touched up Arrival chapter screen
various physics tweaks
1453 downloads, 1 review, 6 screenshots, 3.0 rating
fiddler_on_a_roof on Mar 16th 2013
This is a modification of Hopper's amazing XBLA HUD for Marathon 2 and Infinity, this time designed for Marathon Phoenix.
Note: Secret skull information is displayed when you take out your fists.
Notes for version 1.0:
Initial release. Includes support for secret skulls and keycards.
1447 downloads, 1 review, 5 screenshots, 5.0 rating
drictelt on Feb 5th 2018
Xmas 1 is the first in a series of collaborative single-player projects. It consists of 5 levels.
Contributors: Goran, RyokoTK, Drictelt, Zero
Notes for version 1.2:
I retrieved this scenario from fileball.whpress.com, unstuffed it, zipped it, and uploaded it here.
601 downloads, 1 review, 0 screenshots, 5.0 rating
Forceful Anthem 1.0.0
nameless on Jul 12th 2008
A Netmap that was built and almost abandoned because of lack of time , about a small - XS map.
1250 downloads, 1 review, 0 screenshots, 3.0 rating
drictelt on Feb 5th 2018
A two-level mini-scenario consisting of maps that were intended to become part of Marathon Syndicate, itself a project building on Marathon Rubicon.
Maps are by myself. Project Syndicate was by Cryos, Drictelt, effigy, Goran, Lhowon and John Doe; the maps rely on some textures and a terminal picture by others in the team.
628 downloads, 1 review, 0 screenshots, 5.0 rating
drictelt on Feb 5th 2018
This map was made for Marathon Shadow, long dead. It was textured in a prototype of a texture set that never saw the daylight; hence, it needs a total repaving (however the lighting may be ok). There are no monsters.
It is, in other words, wholly unfinished. But it is architecturally the best map I ever made. I release it under GPL and creative commons and what not.
Notes for version -1:
It is not finished.
582 downloads, 1 review, 0 screenshots, 5.0 rating
W'rkncacnter on Feb 15th 2018
An alephone plugin that can be used to help you determine if your map has enough differential shading. It will turn all of the floors, ceilings, and walls solid green. If you do not have enough differential shading, it will be difficult or impossible to look around and see the architecture of your map.
If after turning this plugin on, you can navigate your level easily and see all of the architecture, your map has adequate differential shading.
You will likely need to disable other texture plugins and any others that run lua like visual mode when using this plugin.